Level 1:
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Clarity Potion (Active)
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Regeneration Potion (Active)
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Vampiric Potion (Active)
Level 4:
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AirSpray (Q)
Healing spray can now be aimed.
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Compressed Spray: (Q):
Healing spray now flies 20% farther
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Concentrated Spritzing (Q):
Increase the healing done by healing spray by 40%, but healing spray can now affect enemy heroes. The healing on your next healing spray increases by 1% for every hero hit.
Level 7:
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Acid Reflux (W):
Increase the damage done by Acid bomb by 20%
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Mean-o Acid (W):
Acid Bomb now leaves a pool of acid that deals 30(+3%) damage per second to enemies standing in it.
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All your base belong to me (W):
Acid bomb's effects now last for 6 seconds, but allies hit gain a 20% slow.
Level 10:
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Transmute (R1)
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Unstable Chemicals (R2)
Level 13:
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Endless Fury (E):
Increases the Duration of Rage potion to 4 seconds.
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Just Add Violence (E):
Rage potion is now a single target spell and has no travel time.
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A Dash of Salt (E):
Rage potion now also gives 15% attack speed and reduces armor by 10. Can now effect enemy heroes.
Level 16:
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Ivory Tower (Active)
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Moonstone (Active)
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Tome of Retraining (Active)
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Gauntlets of Ogre Strength (Trait)
Your ogre gains 20 (+4%) auto attack damage.
Level 20:
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Midas Touch (R1):
Transmute gains a second charge.
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Have another Dose (R2):
Unstable chemicals can no longer be self-casted, but when cast on an allied hero Razzil also gains the effects.
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Potion of Teleportation (Active)
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Fury of the Storm (Passive):
Every 5 seconds, your next Basic Attack will deal an additional 91 (+4% per level) damage to the target, and 228 (+4% per level) damage to all nearby Minions, Mercenaries, and Monsters. Razzil's Ranged and Melee auto attacks have separate timers for this effect.
Head Alchemist Gigglefont, Zovzik, Razzil Naypolm, Niffy Gurglebeaker, Ezzel Darkbrewer, Lapis Concocter, Savvy Foulmixer, Fictious Warpotion
Just for the record i dont know who any of those are, just found that list of goblin alchemist names if you want to look into it.
As for the concept itself does he have all those abilities at lvl 1? And i thought the old piano uther had a lot of buttons.
The trait seems super cool, as i imagine it its like lucio where you lock onto a target and you wont fire onto another target till commanded, even when out of range, so you kinda just pick one target for your goblin rider to continuously basic attack someone while you use your hobgoblin to do other stuff. Thats insanely cool
For the basic abiliites, i think they are all fine on their own, but i would really like to see something for your hobgoblin to do. The way i imagine this hero is you are your own chogall, with the hobgolbin moving and doing the "grunt" type work and you control the goblin to do ranged benefical abilties.
for the 1-7 potions, i honestly feel like its too much at a baseline level. It just gives him much more utility just through sheer numbers rather than skillful cooldown mangement. Maybe just make it so he gets 2 power spikes where he chooses 2 additional potions at say, level 7 and 16? that way you can make them more situational but also impactful without the super long cds, when its a choice between 1 out of 3/4 instead of all of them at once.
For the first heroic it doesnt seem too practical except on like infernal shrines. most team fighting doesnt happen in lane and even so, 120 second cooldown means the chances of it being used in lane is even lower. I mean since it says kills all non heroic targets it might get value vs some summoner like nazeebo vs his garguantuan/zombie wall but outside of that seems too niche to every be useful.
The second heroic is pretty much a worse bloodlust in every way honestly.
TLDR
-Trait is super cool, love it
-Q-E, all fine on their own, but would like something the hobgoblin does rather than only basic attacking
-1-7 potions, i think thats too much at a baseline level, suggestion making 2 powerspike tiers where he gains 1 additional potion, make them stronger to counteract not having them all.
-R1 Too niche to be practical consistently
-R2 insanely undertuned as its a weaker bloodlust in every way
I do admit his R2 is weak. Its not intended to be particularly strong since it was originally just an escape tool for him(Gave a higher movement speed boost), but a friend convinced me to change it to some sort of ally buff to make it more interesting. Its mainly just there if you pick razzil on a map that transmute would struggle on.
As for transmute, i think you really underestimate how strong it is. First, its a global heal, and it heals by percent. Thats a big deal. Its very easy to get to massively high percents on each transmute cast if you aim the potion properly. Secondly, its good on a LOT of maps. Warhead junction(theres a lot of splits and a lot of nukes near lanes, so even if hes far away he can still help his team with the transmute), Braxis outpost and infernal shrines as you said(Fights very close to minion waves). It would be good on blackheart bay as well, as the fights are close to minion waves. Dragon shire possibly as its also a rather large map with objectives close to the lanes.
The maps its not so good on, you either dont pick razzil(hes not meant to be the be all end all after all), or you go with his other ultimate... or you accept the fact that to use the powerful heal you need to go out of position and play risky. Which might still be worth it for the sheer power of the heal.
To clarify why the 'hobgoblin' has no abilities of his own, first its an ogre not an hobgoblin, hobgoblins didnt exist back in warcraft 3 the frozen throne. All the ogre was is a mount for the goblin who ran around with his potions and healing spray. The trait originates from the fact he was an unique hero in that he had 2 attack animations, the goblin throwing potions against air units and the ogre punching melee units. His second ultimate DID originally use to be a basic ability that gave him a movement speed boost, but i thought having a third potion there fit the theme more, of him messing around with unstable potions(hense why each talent tier is dedicated to 1 ability, and has 1 that has both an upside but a downside that can backfire horribly). Infact in warcraft 3 originally, healing spray would heal both allies and enemies baseline, and any aoe ability like his potion could damage friendly units.
Reason I wanted to use Razil as the name, is it was the default first name you got when you first recruited a goblin Alchemist in warcraft 3. the list of names is all of the possible names, but the first and default one is ALWAYS Razzil Naypolm. I would have went with another name, but there was 2 reasons I didn't.
A: Rag got his name from warcraft 3 as well. The firelord neutral hero's default first name when one was recruited/created at a tavern was Rag. Rag wasn't a lore character, nor was he some all powerful elemental lord, until Wow came and decided to bring him back, using the default/basic name. Theres no goblin alchemists in WoW who run around riding ogres and throwing potions/healing spray(and if there was, none of them are actually named), so it would make sense to use the default name, even if Dota decided to use it for their own Goblin Alchemist hero(blizzard made the name first, they own the right to use his name on the alchemist).
B. It would force me to give up on the entertaining trait name of his.
I didnt realize transmute was a global heal because it didnt mention a range so i just assumed it was to nearby allies not global. Even so, im still not sold on it jsut due to the long cooldown and odd requirement. Like the global benefit seems redundant cause if you are off on your own lets say you transmute a full minion wave 3x7 is 21%, thats still not that big value not to mention assuming you got maximum value by having your team whos fighting, 21% isnt that crazy and still leaves them without a body because you dont have a global presence. Either the actual heal itself be increased or the CD would have to greatly be decreased.
I also didnt realize it was already talents for the potions, so thats ok there.
I dont think the name is a big deal to me either though.
Lastly, i still think the ogre/hobgoblin should at least do something other than just basic attackig and moving. It gives him more personality and interesting dynamics of both the rider and driver working in tandem.
That being said, while I want him to be riding an ogre instead of a hobgoblin, ill add a Hobgoblin skin to the possible skins section.
Main reason I dont really want to add an ability for the hob-goblin to do is either it would have to replace another basic ability(And that would greatly ruin his current kit and force me to rewrite half the talents, plus change his advantages almost completely), or added ontop of his trait which could potentially make him too strong. I might give something extra to the gauntlets of ogre strength though.
Edit: added it as a passive bonus to taking unstable chemicals.